Right now it's the closer we are the more damage we deal. This should be overlooked again. As an Escort captain i can't afford to slow down in order to stay at 6 Km or less to the target. Losing almost all of my defensive bonus means certain death with multiple beam arrays painting my hull. Cannon Rapid Fire is still active when i have to turn away and without i am useless until it's ready again.
The only thing that should vary with range is accuracy, that would make perfect sense.
Sooooooo further away you have lower accuracy, but the same damage per hit. Thus doing less damage at range anyway?
I think the intent of the mechanic is that escorts, with the manoeuvring advantage, would close in on targets and keep the battle tight; focusing on particular shields and controlling the positioning of the fight. Thus having cannon damage scale greatly based on distance helps drive that gameplay mechanic. Whereas cruisers, which has less control over positioning, would prefer to keep their distance, and their beams don't scale much (more constant damage) with range.
Right now it's the closer we are the more damage we deal. This should be overlooked again. As an Escort captain i can't afford to slow down in order to stay at 6 Km or less to the target. Losing almost all of my defensive bonus means certain death with multiple beam arrays painting my hull. Cannon Rapid Fire is still active when i have to turn away and without i am useless until it's ready again.
The only thing that should vary with range is accuracy, that would make perfect sense.
Two words srping to mind one of them is ENTROPY the other would just get me banned.
I think the intent of the mechanic is that escorts, with the manoeuvring advantage, would close in on targets and keep the battle tight; focusing on particular shields and controlling the positioning of the fight.
Yup. There are already enough escorts who act like an immobile gun turret, just floating at the edge of the battle and unloading their cannons onto an ongoing battle. Which does look really lame. I don't think this needs to be encouraged even further.
I have to agree that I would like to see different maximum ranges for different weapons. Just not sure how that would affect balancing ... but it would certainly be interesting.
I don't have issues with the current engagement range. And I don't think ships should not be in a position where they are "ranged". That is, sure, certain weapons are more effective at certain ranges, but ships should not be in a position where they can be "kited". For example, Cruisers might out-shoot an escort at 9.9km, but they can't keep the escort at that range. Similarly, Cruisers are usually equipped with various wide-arc weapons and abilities to limit an escort's ability to stay in a "blind spot". If cannons were just as powerful at 9.9km as they are at 2km, then they would have no reason to move in. They would stay at the borders of the fight, stay pointed at their target, and just keep diverting shields forward. What fun is that?
I think what we have now is a good balance that doesn't have a "rock-paper-scissors" mechanic (ala Starcraft); it coaxes player professions and ship types into a certain gameplay model, but it's flexible enough that players can mix it up.
Right now it's the closer we are the more damage we deal. This should be overlooked again. As an Escort captain i can't afford to slow down in order to stay at 6 Km or less to the target. Losing almost all of my defensive bonus means certain death with multiple beam arrays painting my hull. Cannon Rapid Fire is still active when i have to turn away and without i am useless until it's ready again.
The only thing that should vary with range is accuracy, that would make perfect sense.
It would be good to see your BO abilities etc, because escorts shouldn't be anywhere near as squishy as certain rumours suggest...
Right now it's the closer we are the more damage we deal. This should be overlooked again. As an Escort captain i can't afford to slow down in order to stay at 6 Km or less to the target. Losing almost all of my defensive bonus means certain death with multiple beam arrays painting my hull. Cannon Rapid Fire is still active when i have to turn away and without i am useless until it's ready again.
The only thing that should vary with range is accuracy, that would make perfect sense.
Time your BO powers, both attack and defence, to be at max when you enter the sweet spot. And have team mates(in pvp especialy) buff you up as you start the attack run.
You should be able to with stand fire from the beam arrrays from 2-3 ships for the length of time to make a good run.
Cruisers can be very strong in PvP so an escort will not be able to take a good one down with out help.
And don't slow down unless you have good support or you will be toast. It's better to turn away and try again realy if you don't have support.
And don't slow down unless you have good support or you will be toast.
Indeed. When I'm in combat with my Bird-of-Prey, I make it a point to pick out those "semi-stationary turrets" who just sit there unloading their cannons on my allies. I see engaging such targets as part of my escort-duty.
Indeed. When I'm in combat with my Bird-of-Prey, I make it a point to pick out those "semi-stationary turrets" who just sit there unloading their cannons on my allies. I see engaging such targets as part of my escort-duty.
Which is exactly a good point Escorts are in essence support ships for Cruisers they are there to keep other Escorts off the Cruisers back so the Cruiser can concentrate on other Cruisers.
Yeah, cruisers are tanks. In turn they get up close and take the brunt of the attack while the escorts either keep other ships at bay or (as in most cases) attack the primary target without taking a pounding
Right now it's the closer we are the more damage we deal. This should be overlooked again. As an Escort captain i can't afford to slow down in order to stay at 6 Km or less to the target. Losing almost all of my defensive bonus means certain death with multiple beam arrays painting my hull. Cannon Rapid Fire is still active when i have to turn away and without i am useless until it's ready again.
The only thing that should vary with range is accuracy, that would make perfect sense.
You just need to time it correctly, on the right ship and on the weakest side of their shield, hit evasive manuever, ride in to like 1km, cut engines, dump everything (meanwhile use emergency shields/RSP/Brace for Impact/Shield Battery + attack patterns, and they go poof.
If you do it right. Then you get healed by your team and run.
Comments
I think the intent of the mechanic is that escorts, with the manoeuvring advantage, would close in on targets and keep the battle tight; focusing on particular shields and controlling the positioning of the fight. Thus having cannon damage scale greatly based on distance helps drive that gameplay mechanic. Whereas cruisers, which has less control over positioning, would prefer to keep their distance, and their beams don't scale much (more constant damage) with range.
Two words srping to mind one of them is ENTROPY the other would just get me banned.
I think what we have now is a good balance that doesn't have a "rock-paper-scissors" mechanic (ala Starcraft); it coaxes player professions and ship types into a certain gameplay model, but it's flexible enough that players can mix it up.
It would be good to see your BO abilities etc, because escorts shouldn't be anywhere near as squishy as certain rumours suggest...
And is this PvE/PvP or what?
Time your BO powers, both attack and defence, to be at max when you enter the sweet spot. And have team mates(in pvp especialy) buff you up as you start the attack run.
You should be able to with stand fire from the beam arrrays from 2-3 ships for the length of time to make a good run.
Cruisers can be very strong in PvP so an escort will not be able to take a good one down with out help.
And don't slow down unless you have good support or you will be toast. It's better to turn away and try again realy if you don't have support.
Which is exactly a good point Escorts are in essence support ships for Cruisers they are there to keep other Escorts off the Cruisers back so the Cruiser can concentrate on other Cruisers.
You just need to time it correctly, on the right ship and on the weakest side of their shield, hit evasive manuever, ride in to like 1km, cut engines, dump everything (meanwhile use emergency shields/RSP/Brace for Impact/Shield Battery + attack patterns, and they go poof.
If you do it right. Then you get healed by your team and run.